Add wlr_shader to wlr-render

master
Drew DeVault 8 years ago
parent fc1dc1b5b0
commit 211488131f

@ -9,6 +9,7 @@
#include <wayland-server-protocol.h>
#include <GLES3/gl3.h>
#include <wlr/render/matrix.h>
#include <wlr/render.h>
#include <wlr/backend.h>
#include <wlr/session.h>
#include <wlr/types.h>
@ -40,7 +41,7 @@ struct state {
struct wl_list config;
struct gl {
GLuint prog;
struct wlr_shader *shader;
GLuint vao;
GLuint vbo;
GLuint ebo;
@ -65,54 +66,15 @@ struct output_config {
struct wl_list link;
};
static GLuint create_shader(GLenum type, const GLchar *src, GLint len) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, &len);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint loglen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &loglen);
GLchar msg[loglen];
glGetShaderInfoLog(shader, loglen, &loglen, msg);
fprintf(stderr, "Failed to create shader: %s\n", msg);
static void init_gl(struct gl *gl) {
gl->shader = wlr_shader_init(vert_src);
if (!gl->shader) {
exit(1);
}
return shader;
}
static void init_gl(struct gl *gl) {
GLuint vert = create_shader(GL_VERTEX_SHADER, vert_src, strlen(vert_src));
GLuint frag = create_shader(GL_FRAGMENT_SHADER, frag_src, strlen(frag_src));
gl->prog = glCreateProgram();
glAttachShader(gl->prog, vert);
glAttachShader(gl->prog, frag);
glLinkProgram(gl->prog);
GLint success;
glGetProgramiv(gl->prog, GL_LINK_STATUS, &success);
if (success == GL_FALSE) {
GLint len;
glGetProgramiv(gl->prog, GL_INFO_LOG_LENGTH, &len);
GLchar msg[len];
glGetProgramInfoLog(gl->prog, len, &len, msg);
fprintf(stderr, "Failed to link program: %s\n", msg);
if (!wlr_shader_add_format(gl->shader, WL_SHM_FORMAT_RGB332, frag_src)) {
exit(1);
}
glDeleteProgram(vert);
glDeleteProgram(frag);
GLfloat verticies[] = {
1, 1, 1, 1, // bottom right
1, 0, 1, 0, // top right
@ -147,7 +109,7 @@ static void init_gl(struct gl *gl) {
}
static void cleanup_gl(struct gl *gl) {
glDeleteProgram(gl->prog);
wlr_shader_destroy(gl->shader);
glDeleteVertexArrays(1, &gl->vao);
glDeleteBuffers(1, &gl->vbo);
glDeleteTextures(1, &gl->tex);
@ -166,7 +128,7 @@ static void output_frame(struct wl_listener *listener, void *data) {
glViewport(0, 0, width, height);
wlr_output_effective_resolution(output, &width, &height);
glUseProgram(s->gl.prog);
wlr_shader_use(s->gl.shader, WL_SHM_FORMAT_RGB332);
glBindVertexArray(s->gl.vao);
glBindBuffer(GL_ARRAY_BUFFER, s->gl.vbo);

@ -0,0 +1,28 @@
#ifndef _WLR_RENDER_INTERNAL_H
#define _WLR_RENDER_INTERNAL_H
#include <stdint.h>
#include <wlr/render.h>
#include <wayland-util.h>
#include <GLES3/gl3.h>
#include <stdbool.h>
struct wlr_texture {
GLuint tex_id;
uint32_t format;
int width, height;
};
struct wlr_shader {
bool valid;
uint32_t format;
GLuint vert;
GLuint program;
struct wl_list link;
};
struct wlr_renderer {
struct wlr_shader *shader;
// TODO: EGL stuff
};
#endif

@ -0,0 +1,29 @@
#ifndef _WLR_RENDER_H
#define _WLR_RENDER_H
#include <stdint.h>
#include <wayland-server-protocol.h>
struct wlr_surface;
struct wlr_surface *wlr_surface_create();
void wlr_surface_attach_pixels(struct wlr_surface *tex, uint32_t format,
int width, int height, const unsigned char *pixels);
void wlr_surface_attach_shm(struct wlr_surface *tex, uint32_t format,
struct wl_shm_buffer *shm);
// TODO: EGL
void wlr_surface_destroy(struct wlr_surface *tex);
struct wlr_shader;
struct wlr_shader *wlr_shader_init(const char *vertex);
bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
const char *frag);
bool wlr_shader_use(struct wlr_shader *shader, uint32_t format);
void wlr_shader_destroy(struct wlr_shader *shader);
struct wlr_renderer;
struct wlr_renderer *wlr_renderer_init();
void wlr_renderer_set_shader(struct wlr_renderer *renderer,
struct wlr_shader *shader);
bool wlr_render_quad(struct wlr_renderer *renderer, struct wlr_surface *tex,
float x, float y, float width, float height);
#endif

@ -1,3 +1,4 @@
add_library(wlr-render STATIC
matrix.c
shader.c
)

@ -0,0 +1,100 @@
#include <assert.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdbool.h>
#include <GLES3/gl3.h>
#include <wlr/render.h>
#include <wlr/render/matrix.h>
#include <wayland-util.h>
#include "render.h"
static bool create_shader(GLenum type, const GLchar *src, GLint len, GLuint *shader) {
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &src, &len);
glCompileShader(*shader);
GLint success;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint loglen;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
GLchar msg[loglen];
glGetShaderInfoLog(*shader, loglen, &loglen, msg);
return false;
}
return true;
}
struct wlr_shader *wlr_shader_init(const char *vertex) {
struct wlr_shader *shader = calloc(sizeof(struct wlr_shader), 1);
if (!create_shader(GL_VERTEX_SHADER, vertex, strlen(vertex), &shader->vert)) {
wlr_shader_destroy(shader);
return NULL;
}
return shader;
}
bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
const char *frag) {
assert(shader);
struct wlr_shader *_shader = shader;
if (_shader->valid) {
shader = calloc(sizeof(struct wlr_shader), 1);
shader->vert = _shader->vert;
}
shader->format = format;
GLuint _frag;
if (!create_shader(GL_FRAGMENT_SHADER, frag, strlen(frag), &_frag)) {
goto error;
}
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vert);
glAttachShader(shader->program, _frag);
glLinkProgram(shader->program);
glDeleteProgram(_frag);
if (!_shader->valid) {
_shader->valid = true;
} else {
wl_list_insert(&_shader->link, &shader->link);
}
return true;
error:
if (_shader->valid) {
wlr_shader_destroy(shader);
}
return false;
}
bool wlr_shader_use(struct wlr_shader *shader, uint32_t format) {
struct wlr_shader *s = shader;
if (s->format == format) {
glUseProgram(s->program);
return true;
}
if (shader->link.next) {
wl_list_for_each(s, &shader->link, link) {
if (s->format == format) {
glUseProgram(s->program);
return true;
}
}
}
return false;
}
void wlr_shader_destroy(struct wlr_shader *shader) {
if (!shader) {
return;
}
glDeleteProgram(shader->vert);
glDeleteProgram(shader->program);
if (shader->link.next) {
struct wlr_shader *next = wl_container_of(shader->link.next,
next, link);
wlr_shader_destroy(next);
}
free(shader);
}
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